rowleybob Projects! Created 18 years ago2006-07-10 02:36:22 UTC by rowleybob rowleybob

Created 18 years ago2006-07-10 02:36:22 UTC by rowleybob rowleybob

Posted 18 years ago2006-07-10 02:36:22 UTC Post #189461
(Copying Kasperg, and using this thead as a WIP portfolio. :))

Here's my latest attempt an HLDM map, based on the Enterprise-A from Star Trek.

Battle areas will be on the inside and the outside of the ship. There will be various ways around the ship, including Transporters, Jeffries tubes, Airlocks, Turbolifts, and maybe even a shuttlecraft!

I realize this is not the most feasible/conventional way to build a multiplayer map, but I think I'll be able to make it work.

Some Alpha screens:

Hallway:

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Torpedo bay:

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Shuttlebay:

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Bridge:

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Exteriors:

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Hammer Screens lol:

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Posted 18 years ago2006-07-10 02:41:30 UTC Post #189462
nice!
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-07-10 02:50:56 UTC Post #189463
Amazing outside & inside architecture.
I bet, that the r_speeds are huge in the open areas..

Still - it looks extremely sexy.. :o
Daubster DaubsterVault Dweller
Posted 18 years ago2006-07-10 03:33:21 UTC Post #189468
Looks great, I hope to see some more soon :)
Posted 18 years ago2006-07-10 05:26:42 UTC Post #189475
The outside looks great. To spice up the interiors, don't forget to check out the drawings in these pages >> http://www.ex-astris-scientia.org/gallery.htm
Posted 18 years ago2006-07-10 06:19:55 UTC Post #189482
Heh, looks pretty cool. You could spice up the exterior more with some custom textures containing the smaller details, to add some more sense of hugeness to it.
Can't say I like the interior so much really. I've seen too few Star-Trek episodes to be able to comment on their recreation, but from a mappers point of view, they look kinda flat and dull. It's probably the textures you chose too - not quite the most beatiful ones from the HL set. Plus they're mostly empty rooms for now. Adding objects, which you're probably still going to do, will spice it up for sure, but creating some more interesting rooms, like multiple catwalks leading through the same room (start area of BlueShift, for example) and such might be a good idea. Oh well, it's still early stage... :)
Posted 18 years ago2006-07-10 22:07:43 UTC Post #189588
Thank you for your support :) I'll try to make y'all proud with blisteringly exciting new updates soon ^_^!

Dauby: I've found as long as you stick directly to the ship, the wpolys are pretty ok. It's when you noclip and zoom out that they get really big, really fast!

Kasperg: Wow, that page is astoundingly comprehensive! TY!

Captain P: Yes the interiors are flat as heck... Right now, all they really are is the result of building the outside, so they're highly raw. All except the bridge, which I think is pretty ok, but also really far from perfect at this stage.

TY again for your comments :heart:
Posted 18 years ago2006-07-11 04:57:41 UTC Post #189660
wow! really nice exterior!

the interior is a bit ruined by very plain lighting, but im absolutely positive that it'll be improved.

Dont like the shuttle bay tbh... Looks pretty poor, especially when you compare it to the rest.
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-07-11 07:19:38 UTC Post #189677
Yeah, the shuttlebay and Main engineering(not shown) are basically just the product of building the outside. When it's done, It'll looks something hopefully like this:

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Posted 18 years ago2006-07-12 20:06:33 UTC Post #189878
Posted 18 years ago2006-07-13 01:33:00 UTC Post #189894
With your propensity for negativity and/or your willingness to start trouble I hesitate posting this but will give it a try:
Wow, what a great way to start a post! Seriously, are you a fucking retard?!

If you just posted your comments without the prologue, how could I possibly say anything negative?! However, since you've not one ounce of tact in your whole being, I'm asking you politely now, to stop posting in this thread.
Posted 18 years ago2006-07-13 06:59:42 UTC Post #189914
Rowleybob you don't need to reply to all his posts. He said that because he regurally get bashed by you. Just ignore the prologue if you don't like it.
Posted 18 years ago2006-07-13 07:21:18 UTC Post #189916
1st of all, I don't bash him, I'm just occasionally critical of his bullshit.

2nd, I'll make up my own mind what I'm willing to ignore, bitch :P

Finally, and not least important of which, STOP adding to the spam in my WIP thead, you cunt! (Just kidding, but really)
Posted 18 years ago2006-07-13 07:23:21 UTC Post #189917
I'm planning on releasing my Star Trek WAD file. I had already talked to The Hunter about it. Would it be useful to you?
The Enterprise-A has a different color scheme though...
Posted 18 years ago2006-07-13 08:11:27 UTC Post #189924
Posts deleted by request.
AJ AJGlorious Overlord
Posted 18 years ago2006-07-13 09:21:04 UTC Post #189929
Would it be useful to you?
Most definitely! :)
Posted 18 years ago2006-07-13 11:33:17 UTC Post #189938
Posted 18 years ago2006-07-13 12:18:16 UTC Post #189942
I like the architecture of the rooms' basic shape. It looks good even compared to source (which is the only thing i map for currently, but it still looks good ;) )

I guess my only critique would be the the large 'disc' shaped part of the hull be a bit more rounded, but i dont watch startrek that much, so i dont know if that's the look you're going for or if youre concerned about r_speeds.

All in all, its a fantastic start :)
Posted 18 years ago2006-07-13 20:38:17 UTC Post #189996
TY for the nice compliments, Rotator!

Your right about the disk, too. It probably wouldn't be hard to add more sides to the disk to make it rounder, but in the end, the player won't be looking at the ship from far away too often.

Still, I've been thinking the same thing, when taking screenies of the ship, so what the heck... I just might do it :)
Posted 18 years ago2006-07-13 22:34:49 UTC Post #190006
All HL1 and no Source makes sm0k3y a dull boy :(
Posted 18 years ago2006-07-14 08:11:55 UTC Post #190064
Well, to be very honest, I hardly ever saw Star Trek so I can't say anything based on that. The map looks fine, especially the outside. But seriously, I might not be Star Trek expert, but the inside textures are awfull! The lightning is kinda plain and the whole inside scene seems empty. Emptyness isn't always bad (better action imho) but you should spice that up with interesting lightning etc.

Just my opinion. Good luck! :heart:
Posted 18 years ago2006-07-14 13:08:27 UTC Post #190087
Hmm, I assumed the interior and exterior were distinct maps, but they're in the same map, right? I wouldn't do that if I were you, Rowley. Too restricting, and with a little trickery you can fake the player a long way without ever breaking the immersion. :)
Posted 18 years ago2006-07-14 18:45:08 UTC Post #190119
Freshed: I agree, but there is still a lot of detailing/retexturing to go. The only part of this alpha version I consider mostly finished is the outside, but even that has a lot of work to go.

The only interior screen I'm really happy with is the bridge, and still, that is very scantly detailed, flatly textured and lit. The others interior shots are nowhere near done.

Captain P: I agree, but feasible or not, I'm going to try to complete it this way... wish me luck ;)
Posted 18 years ago2006-07-16 06:39:38 UTC Post #190322
Some Bridge improvements... still a ways to go:

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Same Pic, with edge detection effect for InfranView:
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(Just thought it looked cool, and possibly a way to make some weird custom textures. :))

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Posted 18 years ago2006-07-16 07:10:37 UTC Post #190324
nice.. im guessing that the light trims will be different textures, as well as the consoles which is why you haven't aligned them, right?
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-07-16 22:36:51 UTC Post #190403
Most definitely :)

Custom Textues are not my strongpoint--yet :badass:

Infact, I'm making a rule for myself, that after this map, I'm not gonna use the default textures at all any longer :)
Posted 18 years ago2006-07-17 05:36:50 UTC Post #190451
Pah I'd like to see you keep that promise...
I can see it's taking shape ever so slowly...Keep it up ^_-
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-11-25 16:50:37 UTC Post #204051
Concept map: Clarity

I've been working on this a little yesterday, and today. It's supposed to be a space station/space telescope, probably for DM.

I only used two textures, so please no bitching about that. The architecture is quite blocky too--I kept the grid on 16 the whole time--, so there is no nice detail work yet... it's only a concept/feasibilty study map.

A couple things I'm testing for right now are general compile times, layout, and using water in the center concourse--to simulate zero-g.

Try it out here.

Some Alpha screens:

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Posted 17 years ago2006-11-25 16:54:23 UTC Post #204052
Needs more random flashing lights.
Luke LukeLuke
Posted 17 years ago2006-11-26 11:24:40 UTC Post #204139
This looks awesome
Posted 17 years ago2006-11-26 12:09:40 UTC Post #204141
A couple of neat things I've discovered so far:

If your in the center of the station, the zero-g--water--prevents the use of most weapons, but allows for some neat things:

-rockets forward motion are slowed enough that you can almost chase them!
-Satchel charges and snarks float up(snarks can swim down though)

I've also found I can render the the whole outside of the map--skybox--without a huge drag on overall performance! Maybe I'll release a full and lite version or something.

Last thing, I'm thinking of making it zero-g everywhere with the water, except for "magnetic walkways" throughout the station, that would keep you bouned to the floor. The only thing is that constant drowning may be a problem... we'll see :)
Posted 17 years ago2006-11-26 18:31:26 UTC Post #204182
Update:

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Download

-Added a hangar bay
-enlarged the top spire
-tweaked the water's dimensions--for zero-g in the center
-added/tweaked windows
-started to flesh out the orbiter
Posted 17 years ago2006-11-26 18:35:57 UTC Post #204184
Why are the textures horribly alligned? :/
Posted 17 years ago2006-11-26 18:42:01 UTC Post #204187
I only used two textures, so please no bitching about that. The architecture is quite blocky too--I kept the grid on 16 the whole time--, so there is no nice detail work yet... it's only a concept/feasibilty study map.
Posted 17 years ago2006-11-27 08:26:09 UTC Post #204224
Slaps meh head.

Doh!

Sorry. :lol:
Posted 17 years ago2006-11-27 10:17:23 UTC Post #204225
I'd definately say you like the space theme

Good stuff :)
Posted 17 years ago2006-11-27 17:26:16 UTC Post #204250
Posted 17 years ago2006-11-28 10:44:58 UTC Post #204315
Well played it, not much to say about it, empty, awfully textured (yeh I know you're going to change it! :P), architecture works, layout could work.

1 thing tho, you should make it so you can know you can swim in the middle. (or use zero-g or whatnot) I had no clue untill I wanted to jump down.
Posted 17 years ago2006-11-28 14:15:39 UTC Post #204346
Yeah I like how the layout's turning out...

Never thought about signs or anything for the zero-g area... maybe I should though. Maybe a yellow, street-signish thing that somehow exemplified ZERO-G AHEAD!!1 :P

New screens soon. Hopefully.
Posted 17 years ago2006-11-29 00:51:18 UTC Post #204398
Hmm... interesting project.
I like the way that you've defined each area as its own, the textures actually tie them together, which is ironic :P. Maybe think of having similar textures (or at least trims or something) in each section to help keep that happening.
Really interested to see what's next, might I suggest playing with some colourfull lighting? :)
Posted 17 years ago2006-11-29 03:04:16 UTC Post #204401
oh, i'd play with ur colourful lighting baby!! :lol:

Anywho, this looks interesting and definitely has potential. I look forward to seeing future developments to this map.

Also rowley, nice to see a regular who still maps and isn't an elitist asshole. Good on you. :)
Trapt Traptlegend
Posted 17 years ago2006-11-29 08:25:13 UTC Post #204410
Never thought about signs or anything for the zero-g area... maybe I should though. Maybe a yellow, street-signish thing that somehow exemplified ZERO-G AHEAD!!1
Well, i'm not really into spaceship stuff, i'm more into temples and tombs style maps with lots of arches so i'm not really a expert about space enviroments but maybe you should make a blue lightray beam thingy around the whole round area were U can swim in, this way, you'll know it's something special, because I didn't knew I could swim or use zero-g or whatnot in the middle, because it was just invisible.
Posted 17 years ago2006-11-29 14:04:33 UTC Post #204439
Doodle: Certainly you may, and thanks for the comments :)

Trapt: Thank you :) I plan on finishing the first version of this map in a relatively short time period. After that, there are a lot of other possibilities I've been thinking about that I might try later.

Freshed: I thought about that too, so I may. I have planed some sort of lens system that will occupy the center of that the whole zero-g area, posibly with some env_beams and sprites. the volumetric light ray will probably fit in perfectly, actually :)
Posted 17 years ago2006-11-29 19:38:20 UTC Post #204501
Update:

-Messing with the doors in the main concourse--still unhappy about them.
-Added another small vista looking into space--will probably remove it tho.
-Added some orbiter cockpit detail.

R_speeds are getting nasty already in some areas, as well as the compile time, so I may have to reconsider some things. Considering I've added almost no detail to the map, this is a bad thing. :(

Try new version, here.

New Screens:

http://rowleybob.googlepages.com/clarity0016.jpg

http://rowleybob.googlepages.com/clarity0016a.jpg

http://rowleybob.googlepages.com/clarity0016b.jpg

http://rowleybob.googlepages.com/clarity0016c.jpg
Posted 17 years ago2006-11-30 20:55:38 UTC Post #204675
the shuttlebay foor will give me a head ache! you may want to fix it up, so its not so diagonal. ;)
Posted 17 years ago2006-12-01 09:52:57 UTC Post #204718
Interesting screens. The ship seems almost organic-looking, the doors remind me of the Boneship from the Alien movies
Posted 17 years ago2006-12-01 17:59:50 UTC Post #204751
Nine: It's a test map, y'know? ;)

Jah: Yeah, I wasn't going for that "look" on purpose, but I guess you're right; they're at odd angles too, which makes for building it--the angled parts--100% "cleanly" kinda impossible.

I might redsign to put all the doors at cardinal points to fix this.

Looking for advice for anyone who's offering on:

-ideas to improve the interior archway doors
-ways to reduce the r_speeds on this, and saving the basic design--they're getting quite nasty
-anything else!!1
Posted 17 years ago2006-12-01 21:18:46 UTC Post #204774
Minor Update, I'm still spending all my time trying to figure out what to do with the doors; I fleshed the majority of the map out in mere hours, but now it's going into days with these damn doors :(

I'm gonna choose something soon, and get on with the rest of the map. Again, any suggestions about the doors would be unimaginably much appreciated :)

New Screens:

http://rowleybob.googlepages.com/clarity0020.jpg

http://rowleybob.googlepages.com/clarity0020a.jpg

http://rowleybob.googlepages.com/clarity0020b.jpg

And, if you're into self-mutilation, give it a go. (new textures soon I promise :))
Posted 17 years ago2006-12-07 02:33:33 UTC Post #205285
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Latest Version

Almost done with the doors. R_speeds are ok with a full VIS compile, so I'm moving forward... new stuff and new textures soon :)
Posted 17 years ago2006-12-07 08:39:07 UTC Post #205336
Update:

New Screens:
http://rowleybob.googlepages.com/clarity0025b.jpg

http://rowleybob.googlepages.com/clarity0025.jpg

http://rowleybob.googlepages.com/clarity0025a.jpg

The texturing is still pretty horrid, but better than the original monochrome I guess :)

Try it here.
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